Graphics performance in The Supernauts
summary
Supernauts runs on Unity 4 with a shared C# client/server codebase and a 20‑person studio; the client receives voxel blocks from the server and converts them to renderable meshes using bitmaps packed as bitmasks (shifted/AND/OR across axes plus three face bitmaps), incremental mesh updates and vertex deduping. Smoothness uses a modified Catmull‑Clark without subdivision plus a volume‑preserving push along face normals. Ambient occlusion is computed per‑vertex by projecting nearby faces onto a hemisphere (per‑vertex ambient occlusion via hemisphere projection). Static mesh combining replaces costly dynamic batching; systems are tuned for mobile (iPad) and ship in working form.
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chapters (14)
- 0:00Introduction
- 1:10About The Supernauts
- 2:16About the team
- 3:05About the game
- 5:53Technical challenges
- 9:58Geometry
- 15:04Mesh
- 17:04Mesh smoothing
- 21:06One problem
- 22:19Ambient occlusion
- 23:42Ambient occlusion overview
- 30:17Extrusion system
- 33:14Decoration system
- 38:09Questions
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